well i hacked some cash to play with the interface with cap ships and baught an arawn carrier and fully loaded it with guns and such. i took a mission to take out a pirate with a cap ship and was NOT able to give any specific orders to my captain to do anything but follow the skunk. once in combat his ship (mine) took a beating and firing NOTHING. i have a defence officer and he was on attacking enemies but did nothing. I was not able to change his setting back to defend after as well..stuck on attacking. I tried the combat extensions mod and still nothing.
now my carriers at 55% and i ahve no clue how to repair it, as i cant transfer cargo from the skunk to it as i cant find a command to do that and my engineer seems happy not doing anything. and his only 2 commands "REPAIR" does not list my arawn in the list, despite it being 55%. i did try the scripts/mods for engineer repairing ship with drones from skunk but that did not work either..
DID egosoft Intentionally make this game's interface so brutally hard, inorder to challenge the modders or did they massivly drop the ball.
any advice on where the scripts are to make the ship repair would be handy as i would likely figure it out.
not to mention a script to actually ORDER your captain to engage your target like EVERY OTHER SPACE GAME IN EXISTANCE..
frusterated I am
martin
do i need scripts to make a cap ship actually do anything
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Step one, go mod shopping, step two add whatever they didn't as best you can, step three play and enjoy, if you wait on the company to fix everything you wont play much for the next month or two but we have a great mod team and there are links to a very substantial list of mods that fix or help with a lot of things. MY 'extensions' folder is starting to look like a completely new game.
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To make player owned cap ships functional you need to have both CSE scripts active, the first one makes sure that when you assign a defense officer the right script is called, the second forces existing defense officers into the correct script.
The drone repair from the skunk should work as long as you have bought construction drones from a drone dealer. Also my stuff and Jey's Improved engineer aren't really compatible at present since his is a total rewrite and mine depends on the vanilla engineer.ai being active. Finally if any components on the arawn are broken (weapons, engines, shields, jumpdrive) those will be fixed first before the hull starts to increase...and it will happen very very slowly if you only have a couple drones. 15 or so is a good amount for decent speed of repairs.
Finally after diggin through the scripts for over a week now I can see what they intended with the UI. The plan was to give ships/units as much of an intelligence as possible, making direct player control unnecessary. Unfortunately due to the rushed release much of the behavior is incomplete. Stations assigned ships should work decently, but Capships at present need serious help.
The drone repair from the skunk should work as long as you have bought construction drones from a drone dealer. Also my stuff and Jey's Improved engineer aren't really compatible at present since his is a total rewrite and mine depends on the vanilla engineer.ai being active. Finally if any components on the arawn are broken (weapons, engines, shields, jumpdrive) those will be fixed first before the hull starts to increase...and it will happen very very slowly if you only have a couple drones. 15 or so is a good amount for decent speed of repairs.
Finally after diggin through the scripts for over a week now I can see what they intended with the UI. The plan was to give ships/units as much of an intelligence as possible, making direct player control unnecessary. Unfortunately due to the rushed release much of the behavior is incomplete. Stations assigned ships should work decently, but Capships at present need serious help.